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2025-05-01 08:27:30 -05:00

53 lines
1.8 KiB
GDScript

extends CharacterBody2D
class_name Player
@onready var interaction_ray_cast: RayCast2D = %InteractionRayCast
# Player movement speed (pixels per second)
@export var speed = 200
@export var friction = 16
# Rotation speed (radians per second) - adjust for desired rotation speed
@export var rotation_speed = PI * 4 # Rotate 2 full circles per second
# Use mouse for rotation? If false, uses gamepad right stick.
@export var rotate_with_mouse = true
@export var interacting_state: Player_State = Player_State_Standard.new()
func _physics_process(delta):
# --- Movement Logic ---
var input_vector := Input.get_vector("move_left", "move_right", "move_up", "move_down")
if input_vector != Vector2.ZERO:
if not interacting_state.restrict_movement():
velocity = input_vector * speed
interacting_state.on_movement_input(input_vector, self)
else:
velocity = lerp(velocity, Vector2.ZERO, friction * delta)
move_and_slide()
# --- Rotation Logic ---
var target_rotation_direction = Vector2.ZERO
if rotate_with_mouse:
var mouse_position = get_global_mouse_position()
target_rotation_direction = global_position.direction_to(mouse_position)
else:
target_rotation_direction = Input.get_vector("rotate_left", "rotate_right", "rotate_up", "rotate_down")
if target_rotation_direction != Vector2.ZERO:
var target_angle := target_rotation_direction.angle()
if not interacting_state.restrict_rotation():
rotation = lerp_angle(rotation, target_angle, rotation_speed * delta)
interacting_state.on_rotation_input(target_angle, self)
# --- Interact Logic ---
if Input.is_action_just_pressed("interact"):
if interaction_ray_cast.is_colliding():
var interaction_target = interaction_ray_cast.get_collider()
if interaction_target is InteractableBody:
interaction_target.interact(self)